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The Book of Hawkmen of Thanagar

Griffin

Founding Member of C3G and C3V
Site Supporter
The Book of Hawkmen of Thanagar

C3G DC WAVE 7
THE PURSUIT OF JUSTICE


C3G_HawkmenofThanagar_comic.png


C3G_HawkmenofThanagar_mini.png

Mini PDF

The figure used for this unit is a Heroclix figure from the Hypertime set.
Its model number and name are #032-033 / Hawkman.
Its model number and name are #131 / Carter Hall.
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Character Bio - The most honored position in law enforcement on the planet of Thanagar is to be a Hawkman. With specialized Nth Metal weaponry and a reputation of being a bit heavy handed, the Hawkmen are revered by all and demand the utmost respect. There is no limit to the determination of the Hawkmen, for once they have decided to bring you in in the name of the law of Thanagar, there is no place in the universe you can hide.
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • When a Thanagarian Hero you control takes a turn and fails its attack, you may take a turn with the Hawkmen of Thanagar due to their Birds of a Feather special power. Current Thanagarian Heroes.
  • Hawkmen of Thanagar may move a Thanagarian Hero with their Battle Maneuver special power. Current Thanagarian Heroes.
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-Immunities, Benefits, and Weaknesses-

ImmunitiesBenefitsWeaknesses_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-
 
Last edited by a moderator:
Re: Hawkmen of Thannagar - Designing

NAME = HAWKMEN OF THANAGAR


SPECIES = THANAGARIAN
UNIQUENESS = COMMON SQUAD (2)
CLASS = LAWMEN
PERSONALITY = CONFIDENT

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5

POINTS = 100


BIRDS OF A FEATHER
After revealing an Order Marker on a Thanagarian Hero's Army Card, and after taking a turn with that Thanagarian Hero, if it attacked an opponent's figure with a normal attack but did not inflict any wounds, you may take a turn with the Hawkmen of Thanagar.

BATTLE MANEUVER
After taking a turn with the Hawkmen of Thanagar, you may move any Thanagarian Hero you control up to 4 spaces. Thanagarian Heroes moved by Battle Maneuver will not take any leaving engagement attacks.

NTH METAL MACE
Undead figures and figures with the Magical Defense special power roll 1 fewer defense die against Hawkmen of Thanagar's normal attack.

SUPER STRENGTH

FLYING
 
Re: Hawkmen of Thannagar - Designing

Awesome. Love it, love it, love it. Battle Maneuver still mentions Evasive Manuver though.
 
Re: Hawkmen of Thannagar - Designing

:thumbsup: looks good to me, except in Battle Maneuver (is this how you foreigners spell manoeuvre?) you need a space in "upto" it's actually 2 words.

Cheers
 
Re: Hawkmen of Thannagar - Designing

Yea Maneuver is correctly spelled in American English. :thumbsup:
 
Re: Hawkmen of Thannagar - Designing

Should we go with some Classic 'Scape Sculpts for these guys? Maybe a Raelin, or a Sentinel of Jandar, or a Protector of Ullar. Possibly even some Einar Imperium. They are units many of us already have. :shrug:
 
Re: Hawkmen of Thannagar - Designing

Should we go with some Classic 'Scape Sculpts for these guys? Maybe a Raelin, or a Sentinel of Jandar, or a Protector of Ullar. Possibly even some Einar Imperium. They are units many of us already have. :shrug:

The only reason I am against this is the size. Those Kyrie figures are much bigger than Hawkman and Hawkgirl, also, those figures are sooo iconically known as Valhalla Kyrie, it would never sit well with me. Oh, and these Hawman figures are really cheap and plentiful btw.
 
Re: Hawkmen of Thannagar - Designing

Should we go with some Classic 'Scape Sculpts for these guys? Maybe a Raelin, or a Sentinel of Jandar, or a Protector of Ullar. Possibly even some Einar Imperium. They are units many of us already have. :shrug:

The only reason I am against this is the size. Those Kyrie figures are much bigger than Hawkman and Hawkgirl, also, those figures are sooo iconically known as Valhalla Kyrie, it would never sit well with me. Oh, and these Hawman figures are really cheap and plentiful btw.
Yeah, I know. And the fact that some people are using them for Hawkman definately was another reason I made this suggestion.

EDIT: BTW, you have an extra "n" in Thanagar in the Thread's title.
 
Re: Hawkmen of Thannagar - Designing

BIRDS OF A FEATHER
After revealing an Order Marker on a Thanagarian Hero's Army Card, and after taking a turn with that Thanagarian Hero, if it attacked an opponent's figure with a normal attack but it did not inflict any wounds, you may take a turn with the Hawkmen of Thanagar.

BATTLE MANEUVER
After taking a turn with the Hawkmen of Thanagar, you may move any Thanagarian Hero you control up to 4 spaces. Thanagarian Heroes moved by Battle Maneuver will not take any leaving engagement attacks.

So I use OM 1 on Hawkgirl, don't inflict any wounds, so I can take a turn with these guys, but then I can move Hawkgirl after that turn with disengage? Definitely need to include that in their cost.
 
Re: Hawkmen of Thannagar - Designing

BIRDS OF A FEATHER
After revealing an Order Marker on a Thanagarian Hero's Army Card, and after taking a turn with that Thanagarian Hero, if it attacked an opponent's figure with a normal attack but it did not inflict any wounds, you may take a turn with the Hawkmen of Thanagar.

BATTLE MANEUVER
After taking a turn with the Hawkmen of Thanagar, you may move any Thanagarian Hero you control up to 4 spaces. Thanagarian Heroes moved by Battle Maneuver will not take any leaving engagement attacks.
So I use OM 1 on Hawkgirl, don't inflict any wounds, so I can take a turn with these guys, but then I can move Hawkgirl after that turn with disengage? Definitely need to include that in their cost.
Exactly. The idea is that this squad is a "backup" unit for Hawkman and Hawkgirl if they fail, then they also set up Hawkman and Hawkgirl for a future swoop. And yes, their powers will definitely be considered when determining their cost. ;) Each army test should have at least one of the two Heroes in it each time. I don't expect these guys to be very cheap.
 
Re: Hawkmen of Thanagar - Designing

Just noticed Griff lowered the price to 90 points which is probably closer than 150 points was I just liked the idea of this army:
Hawkman 225
Hawkgirl 225
Hawkmen x3 450
900 points total. :D
 
Re: Hawkmen of Thanagar - Designing

It's the Hawkman I use, but I would probably never use this squad anyway so it's not an issue for me. :D

Cheers
 
Re: Hawkmen of Thanagar - Designing

Basically Battle Maneuver is gonna be used all game to give a movement bonding to H Man/Woman. The Birds of a Feather power will only kick in every once in a while when H Man/Woman fail their attacks.... which isn't often. But the two cards should really play well off of each other.

I think only GP hasn't seen this design yet, but once he does, I want to start testing to get a feel for the right point cost.
 
Re: Hawkmen of Thanagar - Designing

It's the Hawkman I use, but I would probably never use this squad anyway so it's not an issue for me. :D

Cheers
Cool.... I guess. But why wouldn't use this squad? Is there something unappealing about the design?
 
Re: Hawkmen of Thanagar - Designing

I wasn't quite sure why they had 2 forms of bonding, but after reading SirG's post and your response it makes a lot of sense. I've had a hard time getting full value out of Hawkman and Hawkgirl the 3-4 times I've used them. This squad seems like it would definitely boost their usefulness. :)

The one nitpick I have is Lawmen for a class. Seems like it would make for some wacky synergies between them and Comish Gordon and any future Lawmen we'd use.

If this is THE class to use for them, that's cool. I was thinking maybe they could be Warriors or Protectors or something? :shrug:
 
Re: Hawkmen of Thanagar - Designing

Well, they really are Lawmen/Officers of Thanagar. On Thanagar, to be a Hawkman is to be a highly decorated Officer of the law. I kinda like weird synergy stuff like Warlord Bonding with a Roman or a Viper, and the cool thing is, for those who don't like it, they don't have to use it.
 
Re: Hawkmen of Thanagar - Designing

I'm not a big fan of weird synergies, but it isn't a deal breaker.

Would like to know that it isn't shutting the door on future Lawmen synergy because of the Hawkmen's highish attack and defense.
 
Re: Hawkmen of Thanagar - Designing

They are also their planet's military force, so Soldier could work as well.
 
Re: Hawkmen of Thanagar - Designing

It's the Hawkman I use, but I would probably never use this squad anyway so it's not an issue for me. :D

Cheers
Cool.... I guess. But why wouldn't use this squad? Is there something unappealing about the design?

Not at all - I like the simplicity & effective nature they would bring, just that squads are a pain to try to purchase (especially for my locale) & are rarely used in my games.

Cheers
 
Re: Hawkmen of Thanagar - Designing

Try getting some standard proxies to use for any common squads. C3G armies rarely have more than one squad so getting some chess pawns would allow 2 people to have squads in their army. I believe 1Mmirg has said that he uses chess pawns for proxies.
 
Re: Hawkmen of Thanagar - Designing

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Hawkmen of Thanagar

- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
Pass

- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
Pass

- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
Pass

- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
Pass

- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
Pass

- FUN TEST/ Consider whether or not the design was fun to play.
Pass

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
Pass

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
Pass

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
Pass

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
Pass

- Heavy Hitter or Mid-Level Hero/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Yes. I think that these results could warrant a point cost of 100 for now, and that could go up when they start bonding.
Spoiler Alert!

_____________________________________________________________​


- Squad / Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. They really felt out matched here. Yes, they pass, but at 100 points, definitely not 110, though that will likely change once they start "bonding" with Hawkman and Hawkgirl.
Map: Custom.
Units: Hawkmen of Thanagar x5 +1 VS SHIELD Agents x5.
Spoiler Alert!

_____________________________________________________________​


- Squad / Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Yes, at 100. This felt perfectly balanced.
Map: Custom.
Units: Hawkmen of Thanagar x2 +1 VS 5th Precinct Beat Cops x4.
Spoiler Alert!

_____________________________________________________________​


- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Yes, at 110. This was fun and fair for both sides.
Map: Custom.
Units: Hawkman, Hawkgirl, and Hawkmen of Thanagar x5 VS Mister Fantastic, Invisible Woman, and Human Torch.
Spoiler Alert!

_____________________________________________________________​


- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. Yes, at 110. This was very balanced and a challenge for both sides. Great game.
Map: Custom.
Units: Hawkmen of Thanagar, Hawkgirl, and Batman (Terry) VS Green Lantern (John Stewart), Joker, and 5th Precinct Cops x1.
Spoiler Alert!
 
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